With an increasing number of videos integrating instructor's visuals on screen, we know little about the impacts of this design on mind wandering. The study aims to investigate a) how instructor visibility impacts mind wandering; b) the relationship between mind wandering and retention performance; c) how visual behaviour during video-watching influences mind wandering. Each participant watched a video with or without instructor visibility, while their visual behaviour was recorded by an eye tracker. Retention performance was measured at the completion of the video. Mind wandering was inferred via global self-report measure and objective eye tracking measure. Both measures of mind wandering indicated the instructor visible video resulted in less mind wandering. Findings suggested mind wandering impaired retention performance. Additionally, visual attention to the instructor was associated with less mind wandering.
The current study examined the influences of self-regulated learning prompts provided during three different self-regulated learning phases in video-based learning. A total of 58 college students from a midwestern university were randomly assigned into one of the four conditions: (1) self-regulated learning prompts at the forethought phase, (2) self-regulated learning prompts at the performance phase, (3) self-regulated learning prompts at the self-reflection phase, and (4) no self-regulated learning prompts in any phase. Participants watched a video on the human respiratory system and responded to the self-regulated learning prompts in one of the three phases or no prompts. Upon completing the video, participants responded to a questionnaire assessing their self-regulated learning levels and learning outcome. Self-regulated learning levels were also inferred by learners' behavior of pausing and rewinding during video-watching. Results indicated that participants who received self-regulated learning prompts at the performance phase achieved better learning outcome compared to those in the no prompt condition.
Existing evidence suggested learners with differences in attention and cognition might respond to the same media in differential ways. The current study focused on one format of video design - instructor visibility and explored the moderating effects of working memory capacity on learning from such video design and if learners with high and low working memory capacity attended to the instructor's visuals differently. Participants watched a video either with or without the instructor's visuals on the screen, while their visual attention was recorded simultaneously. After the video, participants responded to a learning test that measured retention and transfer. Although the results did not show working memory capacity moderated the instructor visibility effects on learning or influenced learners' visual attention to the instructor's visuals, the findings did indicate working memory capacity was a positive predictor of retention performance regardless of the video design. Discussions and implications of the findings were provided.
This article describes a novel method for quantifying fixation disparity and evaluates its role in visuospatial cognition during an authentic learning task, specifically, the determination of molecule chirality in organic chemistry involving mental rotation and pattern comparison. The first study examined the influence of molecular model dimensionality (2D vs. 3D) on chirality determination performance and visual attention of 55 participants. The second study explored how the sustained playing of the tile-matching game Mahjong, a pattern comparison game, can affect visual attention and visuospatial performance during the chirality determination task of 59 participants. Fixation disparity was one of the eye tracking variables explored. Both studies revealed that (1) individuals with higher fixation disparity underperformed on the chirality task, which involves mental rotation and pattern comparison, and (2) fixation disparity improved over time in participants who played Mahjong. This work provides important implications for using fixation disparity as a possible biomarker of visuospatial performance. We introduced a new method to measure fixation disparity and studied its relationship with visuospatial cognition during organic chemistry chirality learning tasks. Two studies show that poor fixation disparity is associated with low task performance, and fixation disparity and task performance can be improved over time by playing a Mahjong game. Our findings suggest that fixation disparity may serve as a possible index of visuospatial cognition and should be further investigated in different educational contexts and tasks.
Prior work systematically investigating the factors contributing to flow experience and learning in educational games is scarce. The relationship between learners’ acceptance of the game and individual difference variables relevant to game-based learning and learners’ flow experience and learning still needs to be systematically explored. To address the gap in knowledge, the study aimed to systematically examine whether variables of technology acceptance and individual differences relevant to game-based learning may predict flow experience and knowledge acquisition in an educational game. A total of 69 undergraduate students participated in the current study. Results indicated students’ flow experience was predicted by some constructs of technology acceptance, namely, perceived playfulness and perceived attractiveness of the game. Five constructs of technology acceptance of the game, however, did not significantly predict learners’ knowledge acquisition, although the correlation between perceived playfulness and knowledge acquisition from the game approached significance. Prior knowledge was found to be a negative predictor of knowledge acquisition from the game, that is, those with insufficient prior knowledge achieved greater knowledge acquisition from the game. Findings were discussed, and suggestions for future research were provided.
Research has provided evidence that online gaming can both positively and negatively impact players’ physical and mental health. However, few research studies have examined how game addiction, game community, and vitality felt while playing can inform well-being. This study addressed this gap by focusing on game players’ vitality, a construct that addresses both mental and physical health. The research, conducted with 704 online players, specifically examined the association between players’ enduring vitality and Internet Gaming Disorder (IGD), game community, and state-related vitality (experienced during gaming). The survey instruments included 1) the Internet Gaming Disorder short scale , 2) the Game Community of Inquiry Scale (GCoIS), and 3) the Game Subjective Vitality Scale . Findings highlighted the role of game community receptiveness in informing players’ vitality. In addition, in-game vitality and enduring vitality were found to be intertwined. Implications for future research and practice are provided based on these findings.
Research has provided evidence of the significant promise of using educational games for learning. However, there is limited understanding of how individual differences (e.g., self-efficacy and prior knowledge) affect visual processing of game elements and learning from an educational game. This study aimed to address these gaps by: a) examining the effects of students' self-efficacy and prior knowledge on learning from a physics game; and b) exploring how learners with distinct levels of self-efficacy and prior knowledge differ in their visual behavior with respect to the game elements. The visual behavior of 69 undergraduate students was recorded as they played an educational game focusing on Newtonian mechanics. Individual differences in self-efficacy in learning physics and prior knowledge were assessed prior to the game, while a comprehension test was administered immediately after gameplay. Wilcoxon signed-rank tests showed that all participants significantly improved in their understanding of Newtonian mechanics. Mann Whitney U tests indicated learning gains were not significantly different between the groups with varying levels of prior knowledge or self-efficacy. Additionally, a series of Mann-Whitney U tests of the eye tracking data suggested the learners with high self-efficacy tended to pay more attention to the motion map a critical navigation component of the game. Further, the high prior knowledge individuals excelled in attentional control abilities and exhibited effective visual processing strategies. The study concludes with important implications for the future design of educational games and developing individualized instructional support in game-based learning.
With the advancement in technology and the emphasis on computer science education, there has been a strong push for more widespread programming instruction at K-12 and higher education levels. Existing research has mostly focused on students at the secondary and post-secondary levels. Little work has involved students at the elementary school age, which has been considered a critical age to cultivate an interest in programming. The current study aimed to investigate the effects of a block-based programming interface (e.g., Hopscotch) on elementary school students’ attitudes toward programming. In this study, eighteen elementary school students in 4th -5th grades participated in a programming curriculum for about seven weeks in the US. A survey on attitude toward programming was distributed before and after the curriculum, to explore the change in attitudes toward programming. Students’ perception toward the block-based programming interface (e.g., Hopscotch) was also examined after the curricular activities. Students’ activities in lessons and artifacts from the culminating project were observed. The findings indicated that elementary school students had a positive perception of programming in the block-based programming interface. Also, the block-based programming activities contributed to more positive attitudes toward programming. Implications and limitations of the study were discussed.
The purpose of this study was to examine the application of the multimedia and modality principles on cued-recall, recognition, and mental effort of college students with and without dyslexia. The study used a Multimedia (Image Present vs. Image Absent) × Modality (Narration vs. Onscreen Text) × Dyslexia (Dyslexia vs. Non-Dyslexia) 3-way factorial design with each independent variable serving as a between-subject condition. A total of N = 148 participants (73 with dyslexia and 75 without dyslexia) were recruited from five different institutions of higher education in the Southeastern United States and systematically assigned to one of four multimedia learning conditions. After assessing our data for statistical assumptions, we employed factorial Analysis of Variance (ANOVA) models on each dependent measure. Our findings show a reverse modality effect for students with dyslexia who performed better than their peers without dyslexia in Onscreen Text conditions. Although performance was better across groups and conditions when images were present, there were no significant interactions related to the multimedia condition. Similarly, there were no significant interactions related to mental effort even though learners with dyslexia exhibited high instructional efficiency in the Onscreen Text-Image Present condition while learners without dyslexia exhibited low task involvement in the Onscreen Text-Image Absent condition. Our results provide theoretical implications and important avenues for future research and practice as related to how multimedia learning influences students with dyslexia. We also suggest studies that could inform the eventual design of adaptive and personalized multimedia learning solutions for learners with dyslexia.
Many online videos feature an instructor on the screen to improve learners' engagement; however, the influence of this design on learners' cognitive load is underexplored. This study investigates the effects of instructor presence on learners' processing of information using both subjective and psychophysiological measures of cognitive load. Sixty university students watched a statistics instructional video either with or without instructor presence, while the spontaneous electrical activity of their brain was recorded using electroencephalography (EEG). At the conclusion of the video, they also self-reported overall load, intrinsic load, extraneous load, and germane load they experienced during the video. Learning from the video was assessed via tests of retention and transfer. Results suggested the instructor-present video improved learners' ability to transfer information and was associated with a lower self-reported intrinsic and extraneous load. Event-related changes in theta band activity also indicated lower cognitive load with instructor-present video.
People who are practiced in using text-to-speech can drive listening speeds to surprisingly high limits. Here, we investigate the extent to which people who are otherwise untrained, with and without dyslexia, can increase their reading speed when forcibly accelerated visual or auditory presentations are used in isolation or in tandem. The experiment examined the reading speed and comprehension of 43 college students using three methods enabled by software on a handheld device: forcibly accelerated visual augmentation, auditory text-to-speech, and a combination of the two. We found that both typical and impaired readers attained the highest reading speed using the combined method, controlling for comprehension. Importantly, those with dyslexia using the combined methods reached the equivalent reading speed of typical readers using paper, visual, or auditory methods, with no loss in comprehension. Findings here suggest that in future evolutions-using technologies available today-parallel neurological pathways for language processing can be exploited to optimize reading for those impaired.
An increasing number of instructional videos online integrate a real instructor on the video screen. So far, the empirical evidence from previous studies has been limited and conflicting, and none of the studies have explored how learners' allocation of visual attention to the on-screen instructor influences learning and learner perceptions. Therefore, this study aimed to disentangle a) how instructor presence in online videos affects learning, learner perceptions (i.e., cognitive load, judgment of learning, satisfaction, situational interest), and visual attention distribution and b) to what extent visual attention patterns in instructor-present videos predict learning and learner perceptions. Sixty college students each watched two videos on Statistics, one on an easy topic and the other one on a difficult topic, with each in one of the two video formats: instructor-present or instructor-absent. Their eye movements were simultaneously registered using a desktop-mounted eye tracker. Afterwards, participants self-reported their cognitive load, judgment of learning, satisfaction, and situational interest for both videos, and feelings toward seeing the instructor for the instructor-present videos. Learning from the two videos was measured using retention and transfer questions. Findings indicated instructor presence a) improved transfer performance for the difficult topic, b) reduced cognitive load for the difficult topic, c) increased judgment of learning for the difficult topic, and d) enhanced satisfaction and situational interest for both topics. Most participants expressed a positive feeling toward the instructor. Results also showed the instructor attracted a considerable amount of overt visual attention in both videos, and the amount of attention allocated to the instructor positively predicted participants’ satisfaction level for both topics.
As teammates adjust their cognition and behavior, synchronizations of information can be observed across verbal, postural, and neurophysiological systems. This study explored the synchrony of mutually interacting brains, or team neurosynchrony, during cyber-enabled collaborative problem solving. Mixed-sex dyads defined and solved an authentic problem using either a social script or an epistemic script. Alpha-band phase-locking value, or the absolute value of the sum of the phase differences of electrodes at a particular time and frequency across a number of epochs, was used as a measure of team neurosynchrony. Contrary to our hypotheses, analyses revealed greater alpha-band phase-locking values between the central and parietal electrodes of dyad members in the epistemic script condition. Mean alpha phase-locking values were positively correlated with collaborative problem solving performance and negatively correlated with time spent on the problem solving process, suggesting that epistemic scripts were more effective scaffolds of collaborative problem solving compared to social scripts in this study.
Parallel to the recent advancements in information and communications technologies, research on multimedia learning has generated a number of theories and empirical findings. Numerous trends and issues have emerged, showing the complex and dynamic nature of multimedia learning and the associated scholarship. To provide a comprehensive knowledge map and an overview of recent research on multimedia learning, 411 peer-reviewed articles from 1996 to 2016 were analyzed to describe the empirical work in multimedia learning. A bibliometric approach was applied to reveal the most common keywords and terms and their interactions via co-word analysis. The results showed that cognitive load is the highest co-occurred keyword and that animation provided the highest number of co-occurrence relationships with other keywords in our sample. Five clusters of research trends were identified: theoretical foundations of multimedia learning, representations and principles, instructional design and individual differences, motivation and metacognition, and video and hypermedia. Despite the high co-occurrence of the terms “memory”, “working memory”, and “cognitive load”, only a few studies examined the role of individual differences in cognition such as working memory capacity in multimedia learning. The multimedia learning principles most commonly discussed in the last two decades of research are redundancy, contiguity, and coherence. Thus, more research should be conducted to empirically test the many other principles recently discussed in the Cambridge Handbook of Multimedia Learning and address the issue of individual differences in attention and cognition during learning with multimedia.
There has been a lack of research on how people with individual differences learn with multimedia materials, in particular with regard to individuals with dyslexia. Dyslexia is a learning disability characterized by subpar ability in reading, spelling, writing, word recognition, and phonological decoding. This population could potentially benefit from multimedia learning materials according to the cognitive theory of multimedia learning and Orton–Gillingham multisensory instructional approach. This study examined how learning in four multimedia conditions influences dyslexic college students’ ability to recall and recognize information. Seventy-three college students with dyslexia were assigned to one of the four conditions that integrated the modality (spoken text vs. on-screen text) and multimedia (picture present vs. picture absent) principles. They completed a cued-recall and a content recognition test. The results indicated pictures facilitated recognition, which validated the multimedia principle. On-screen text led to a superior performance in recall and recognition compared to spoken text. This finding suggested the modality principle did not hold for participants with dyslexia in this study, which is especially surprising given that dyslexics have difficulty processing written text. Possible explanations of the findings are discussed.